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Optimize bumpmapping mathematics
OpenGL_vertex: * bufferize a duplicate calcul * Factorize vertexes
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@ -87,7 +87,12 @@ vec4 base = texture2D(baseTexture, uv).rgba;
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vec3 E = normalize(eyeVec);
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float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
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float diffuse = dot(E,bump.xyz);
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color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
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/* Mathematic optimization
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* Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
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* This optimization save 2 multiplications (orig: 4 multiplications + 3 additions
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* end: 2 multiplications + 3 additions)
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*/
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color = (0.05 + diffuse + 0.2 * specular) * base.rgb;
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} else {
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color = base.rgb;
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}
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@ -35,22 +35,39 @@ void main(void)
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#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
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vec4 pos = gl_Vertex;
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pos.y -= 2.0;
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pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
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+ sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
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float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
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pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
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gl_Position = mWorldViewProj * pos;
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
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vec4 pos = gl_Vertex;
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vec4 pos2 = mWorld * gl_Vertex;
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pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
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pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
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pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
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/*
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* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
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* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
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* And bufferize calcul to a float
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*/
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float pos2XpZ = pos2.x + pos2.z;
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pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4;
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pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2;
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pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4;
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gl_Position = mWorldViewProj * pos;
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
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vec4 pos = gl_Vertex;
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vec4 pos2 = mWorld * gl_Vertex;
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if (gl_TexCoord[0].y < 0.05) {
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pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
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pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
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/*
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* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
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* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
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* And bufferize calcul to a float
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*/
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float pos2XpZ = pos2.x + pos2.z;
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pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8;
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pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4;
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}
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gl_Position = mWorldViewProj * pos;
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#else
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@ -87,7 +87,12 @@ vec4 base = texture2D(baseTexture, uv).rgba;
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vec3 E = normalize(eyeVec);
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float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0),0.5);
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float diffuse = dot(E,bump.xyz);
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color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
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/* Mathematic optimization
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* Original: color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb;
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* This optimization save 2 multiplications (orig: 4 multiplications + 3 additions
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* end: 2 multiplications + 3 additions)
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*/
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color = (0.05 + diffuse + 0.2 * specular) * base.rgb;
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} else {
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color = base.rgb;
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}
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@ -35,22 +35,36 @@ void main(void)
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#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER
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vec4 pos = gl_Vertex;
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pos.y -= 2.0;
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pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT
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+ sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;
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float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
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pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
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gl_Position = mWorldViewProj * pos;
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
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vec4 pos = gl_Vertex;
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vec4 pos2 = mWorld * gl_Vertex;
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pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;
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pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;
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pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;
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/*
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* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
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* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
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* And bufferize calcul to a float
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*/
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float pos2XpZ = pos2.x + pos2.z;
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pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * 0.01) * 2.0 - 1.0) * 0.4;
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pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.2;
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pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2XpZ * -0.01) * 2.0 - 1.0) * 0.4;
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gl_Position = mWorldViewProj * pos;
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#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS
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vec4 pos = gl_Vertex;
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vec4 pos2 = mWorld * gl_Vertex;
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if (gl_TexCoord[0].y < 0.05) {
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pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;
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pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;
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/*
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* Mathematic optimization: pos2.x * A + pos2.z * A (2 multiplications + 1 addition)
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* replaced with: (pos2.x + pos2.z) * A (1 addition + 1 multiplication)
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* And bufferize calcul to a float
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*/
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float pos2XpZ = pos2.x + pos2.z;
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pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2XpZ * 0.1) * 2.0 - 1.0) * 0.8;
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pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2XpZ * -0.5) * 2.0 - 1.0) * 0.4;
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}
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gl_Position = mWorldViewProj * pos;
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#else
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@ -88,7 +102,7 @@ void main(void)
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tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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}
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mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x,
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mat3 tbnMatrix = mat3(tangent.x, binormal.x, normal.x,
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tangent.y, binormal.y, normal.y,
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tangent.z, binormal.z, normal.z);
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